Comment

Nine questions about the PRO version:
1. Is there a version of this plugin for 4.21? If not, estimated time of when?
2. Will this plugin ever come to the Unreal Marketplace? And if so, estimated time of when? By having it on the marketplace it gives us at least more oversight/quality assurance because Epic has to approve it. It also makes it easier to update the plugin when a new release comes out, otherwise you have to manually check the forums/website of said plugin (never knowing when an update occurs) and download the update.
3. You can make a multiplayer replicated game with an 'Infinite open world with seamless LOD' using this plugin right away? The physics/animations etc won't break down when you get to far away? You won't need loading screens or multiple levels? You don't need to code anything, you can just make the landscape with this plugin and your infinite open world multiplayer game is ready to go? If so do you have any videos showcasing this?
4. You can have different gravitational pulls on any parts of the terrain in multiplayer, even upside down or sideways etc on some parts and other parts right side up etc? If so do you have any videos showcasing this?
5. NPCs are able to do normal pathfinding on this voxel terrain? Even pathfind normally on terrain that has gravity set upside down etc?
6. This plugin can be utilized fully within blueprints without ever needing to do any C++ code? If not which parts are only available through coding?
7. Are any parts/features of this plugin "Windows OS only"? If so which would those be?
8. If and when you release the plugin on the Unreal Marketplace, will you give access to it there for those who already own your pro version elsewhere?
9. Do you or will you offer an alternative means of official support, other than dis cord? I noticed others asking about this.. If you are open to the idea I have an alternative suggestion.

Comment

Pine722
1) Yes, but there's a kinda game breaking issue with collisions: https://gitlab.com/Phyronnaz/VoxelPl...ues/issues/190
Unsure yet whether it's only on my end or if it's related to some UE issue.
2) Yep, I just need to sort some administrative issues first. I'd actually disagree on the update advantage, for now I'm using a private gitlab repo to distribute updates which seems to work quite well and is way easier than pushing updates to the marketplace. Users get notified by a bot on discord. I guess this works better for now as I often have several updates per week.
3) Custom physics stuff for supporting big worlds isn't included. What's provided is an infinite voxel landscape with LODs and edits sync. It also supports world rebasing.
4) That's also outside the scope of the plugin.
5) Navmeshes are currently a bit slow due to LOD updates (https://gitlab.com/Phyronnaz/VoxelPluginIssues/issues/4). No custom navmesh solution to support spherical world is provided.
6) Yes, no C++ knowledge required
7) The graph system is windows only. However as you can compile the graphs to C++ it shouldn't be an issue if you dev on windows.
8) Yes
9) Discord is really good for support, and pretty standard for marketplace plugins. What else would you suggest?

Comment

2. For those who don't use dis cord we don't have any particular advantage in this regard, in fact it's worse than you updating it on the marketplace because we have to manually check said websites. Believe it or not, not everyone wants to use dis cord.. This is unfortunately the same type of thinking that ruined a lot of websites for me personally when many stopped updating their actual websites and RSS feeds and tried forcing people to use Twitter, note: I never used twitter & said websites lost many memberships, users & customers trying to force only one path upon them with no alternative. So, while dis cord provides convenience for some things, there's different reasons one may have for not wanting to use it, for instance its policies & approach, for example depending on the user (yes, that means you may be one of the lucky ones) it requires multiple captchas(10-20+), on each and every login, phone number verification(yes it is forced upon some users) permanently stored in their database, third party information sharing & more. Some users may never have to worry about captchas & phone numbers etc, but for others it may frequently, aggressively push such tactics on said users & the third party information sharing is done to all users.

3., 4. & 5. Is there any chance that these features would come to a "Pro Plus" version at a higher price for instance? I'd be very interested if you were somehow able to implement them into your plugin as I'm sure many others would be as well.

7. Is there any chance the graph system could come to Mac & Linux?

Thank you for your consideration!

Also, even though I have not yet tried it, based on the videos I've seen, you've done an incredible job on this voxel plugin so far, keep up the great work!

Comment

The project I'm currently working on requires generating height maps and terrain based off those height maps during runtime. Is it possible to feed a heightmap into the voxel generator and create terrain during gameplay?

I also see that the paid version has a height map importer. Will that work for my purposes as well?

Comment

I've added "range analysis" to the plugin:
the possible values of each node are computed, and with interval maths the possible values of the output are found.
If 0 isn't in them, then the surface doesn't intersect the chunk being rendered.

This lead to some amazing performance improvements, as world gen is now at least 4 times faster!

On this image fully computed chunks are in red, and skipped ones are in blue.

Comment

I bought the pro version hoping that there was more control over where the assets spawned. It looks like they just spawn in a random seed only? Is there any way to spawn static meshes for example based on the perlin noise that the voxel terrain is using? I want to have trees areas based on values from the voxel graph as well as mining nodes etc... I want it to be more controlled.

Comment

I am thinking of using this with Dungeon architect and Prefabricator plugins. Idea is to create set of buildings in one of voxel paint programs, then use all 3 plugins to create city out of voxel models.

So some questions before i buy pro version:
- does this plugin support importing from voxel paint programs, (which ones and import file types). I would like to know which voxel paint i should use?
- can i use multiple voxel models (about 500-600) to create city? Each building will be separate blueprint or prefab.
- can i implement destruction for part of models, for eg. collapsing one wall of house?

Comment

Comment

does this plugin support importing from voxel paint programs, (which ones and import file types). I would like to know which voxel paint i should use?

You can import from 3D Coat (marching cubes) and Magica Voxel (cubic). There's also a mesh importer but it's not perfect, a landscape importer and a spline importer.

can i use multiple voxel models (about 500-600) to create city? Each building will be separate blueprint or prefab.

You can have instanced voxel assets in the world. Those aren't blueprints/UObjects though.

can i implement destruction for part of models, for eg. collapsing one wall of house?

I'm not sure to see what you want here.

kmssn There's a flat landscape & a spherical one. However you can create any landscape you want using C++, and voxel graphs converted to C++ using the pro version can be used in the free version. Let me know if there's a more complex example you'd like to have in the free version.

Comment

I am playing with Magica Voxel, importers work really great. However i decided to wait for Epics new material layered setup to be more mature, currently it crashes whole editor too much.
AS for destructible voxels, i think you posted some movie on discord that does exactly what i want.

However there was some problem of performance with multiple voxel actors. I made like 10 wall actors with checker pattern (empty and filled 3x3 squares on flat wall). And while running along such wall there was nasty popping of voxels, like voxel LOD. Its probably me doing (or not doing) something.

Anyway voxels wait for better material layers to be usable, because they are great.